HoneyFarlands - Modern Paper/Folia Far Lands Generator
HoneyFarlands is a specialized Paper and Folia plugin that faithfully recreates the legendary Far Lands from Minecraft Beta 1.7.3 within modern Minecraft worlds.In original Beta versions, this surreal wall of distorted, glitched terrain only generated at the extreme edge of the world (coordinate 12,550,821) due to a noise-generator overflow. HoneyFarlands allows server administrators to pull this iconic landscape as close to spawn as desired, progressively dissolving the terrain into the void beyond the threshold.
Technical Specifications
- API Version: Paper 1.21.4 (api-version: 1.21)
- Folia Support: Fully compatible (folia-supported: true)
- Java Requirement: Java 21+
- Load Phase: STARTUP
Core Features
- Faithful Beta 1.7.3 Math: Features a direct port of the original NoiseGeneratorOctaves Perlin noise generator to guarantee authentic-looking Far Lands structures.
- Custom Distance Threshold: Bring the Far Lands as close to spawn as you want (e.g., 40,000 blocks) using mathematical coordinate projection.
- Progressive Void Fade: Configurable terrain corruption where land gradually thins out, shrinks into floating islands, and completely dissolves into the void.
- Folia Optimization: Built to run safely on multi-threaded Folia architectures using asynchronous chunk generation pipelines.
- Per-World Whitelist: Choose exactly which worlds generate Far Lands and keep your other worlds completely vanilla.
How It Works
Scale Injection
The classic Far Lands are a floating-point overflow artifact. To avoid forcing players to travel millions of blocks, HoneyFarlands uses a projection factor to sample the noise generator:For example, if distance is set to 40,000, the noise engine is sampled as if it were at X ≈ 12.55 million, forcing the classic broken generator behavior to trigger at 40,000 blocks while block placement still uses the server's real coordinate system.
Void Fade Mechanics
Past the configured void.start-distance, terrain density is dynamically reduced. Water generation is suppressed as the world fades out to prevent floating oceans from hanging in mid-air at the world boundary, eventually dissolving into a total void at void.end-distance.Chunk Processing Pipeline
For every chunk generated past the configured threshold, the populator:- Clears the chunk column down to the bedrock floor.
- Fills a stone density field using the projected Beta noise (applying void fade math).
- Executes a surface pass (converting top stone to grass and placing subsurface dirt).
- Generates water in designated areas below sea level (Y = 63).
- Lays a guaranteed bedrock floor at the minimum world height as a final step.
Configuration Options Reference
| Configuration Key | Default Value | Description |
| farlands.worlds | [world] | List of worlds to apply the generator to. Use * for all. |
| farlands.distance | 12550821 | Block distance from center where the Far Lands begin. |
| farlands.coordinate-scale | 684.412 | Horizontal noise frequency modifier. |
| farlands.height-scale | 684.412 | Vertical noise frequency modifier. |
| farlands.sea-level | 63 | Target Y-level for water generation. |
| farlands.void.start-distance | 13000000 | Coordinates where terrain begins to degrade. Must be > distance. |
| farlands.void.end-distance | 14000000 | Coordinates where terrain generation stops completely. |
Installation Guide
- Place the HoneyFarlands-1.0.0-SNAPSHOT.jar into your server's plugins/ directory.
- Start the server to generate the default config.yml.
- Stop the server and open plugins/HoneyFarlands/config.yml.
- Add your desired worlds to the whitelist and define your custom distance.
- Restart your server.
